Many assume that Fire Magic is about the control of flame, Earth, the control of rock and soil and so on. There is some truth in this - individuals with a fiery nature have an affinity for fire, as do the techniques used by Fire Mages. However, it should not be assumed that any Mage who controls a flame is a Fire Mage or that every Mage who cannot is not. We must remember always that flame is but one form of the Universal Element of Fire.
A better division is to take the two dualities of physical/mental and active/passive which better represent the fundamental nature of the Elements. Physical magic concerns itself with matter and energy, mental with thought, spirits and perception. Active magic works quickly and is self sufficient. Passive magic amplifies what is already there and has a slow - but lasting - effect. Passive magic frequently requires long rituals or the creation of talismans or fetishes. Do not make the mistake of assuming that passive equates to weak. Passive magic is often less obvious than active, but it's overall effects can be much greater.
In a word, fire magic is the control of energy. In some cases it is external energy such as flame or heat. More often it is control of the practitioners own, internal energy.
Those who follow the latter road are frequently dangerous combatants. Some, having an affinity for Air, can leap so well that they almost fly. Others favour Earth and can make their skin as hard as iron. Some extend their control to the energies of others and can heal - or harm - them in this way. Most warrior Mages are of this kind. An example is The Path of the Storm
Those who use external energies frequently deal with fire itself. Others deal with light, or the weather - although they tend to be best with the more destructive manifestations. Some deal with Fire as change, and it is hard to tell the capabilities of the latter from Air Mages.
On the borders of Fire and Air we find prestidigitators, who support their abilities of illusion with sleights of the hand and tricks of speech.
On the borders of Fire and Earth we find jeweller-mages - adept in the cutting of gems to reflect and refract the light. Sometimes other virtues can be worked into the jewels. Some Smith-Mages, specialising in weapons of war, are also held to be more of Fire than of Earth.
Fire Mages almost invariably rely on some physical movement to work their magic. For minor workings it may be a subtle gesture. Truly great workings may require hours of dancing or exercises.
Earth magic is often concerned with life and growth. Sometimes it is concerned with rock and stone - practitioners of these arts are usually master masons or miners. Some, more inclined to fire, work with metals and gems. In more general terms all resistance is the province of Earth and so those who specialise in defensive magics are of Earth.
If one counts the many minor practitioners, Earth magic is the most common of all. Charms for fertility and protection from spirits or hostile magic are found virtually everywhere. Minor smith mages are not uncommon, although great smith mages are very rare
On the borders of Earth and Fire we find the smith-mages, working with metal and fire. True mastery of smith magery requires knowledge of the techniques of Air and Water, too - and so such are rare.
On the borders of Earth and Water we have ascetics, who through physical and mental endurance may overcome the limitations of the physical world.
Earth magic frequently involves the creation of talismans or fetishes.
Water magic is linked with intuitive understanding, with perception, with emotion and with art.
The most common forms of Water magic are Seers who emphasise perception and intuition, Shamans who deal with spirits, Mask Magicians who emphasise art and symbolism and the Fortunate Ones. Minor Shamans and Seers are by far the most common.
Shamans are the most versatile - if they can find a suitable spirit to deal with, almost any effect can be produced. Fortunate Ones usually act in harmony with Fortune, but can manipulate it to some extent. Mask Magicians may have many abilities, but are limited to the powers of masks they have already made or can construct.
Air magic involves knowledge, communication or illusion.
It is said that knowledge is power and many of the great Mages have been Mages. of Knowledge. Indeed, the archetypal Mage is the scholar-Mage of the Air. Mages of knowledge often have abilities that might be felt to belong to other elements. Frequently they are generalists with a wide and versatile range of abilities.
Many Air Mages use words of power or the magical language, Cleacuun. Those that do not frequently rely on signs, sigils or symbolism.
On the borders of Air and Water we have a few Fortunate Ones -who focus on manipulating Fortune as they can - and the Mages of Communication. Most significant of these are the Order of the Unspoken Word of whom more is written elsewhere.
On the borders of Fire we find Weather Mages - usually most skilled in calling winds, and much in demand by seafarers. Also some illusionists - like the prestidigitators of Fire, but more adept at deception - especially by word.
While Earth magic is best suited to defensive enchantments, many mages can construct wards - magical barriers - of some sort. The creation of a ward almost always involves some sort of ritual, and uses some physical material. The effects of a ward depend on the school of magic - although there are typical effects for each element. Fire wards usually generate a physical attack, Earth wards simply feel like a wall, Air wards either inform their creator of crossings or protect an area by illusion and misdirection and Water wards repel intruders emotionally. Wards are often capable of some discrimination - allowing some to pass through unharmed - however the options available depend on the school of magic and are entirely literal. Ward creation typically requires 4 points in magic.
Many mages can make 'Wizards Marks'. Such a mark is a magical link between the mage and the place, person or thing the mark is placed upon. Such marks may be psychic, but almost always start with a physical mark - although this often fades faster than the actual mark. The uses of the mark depend on the school of magic. Air mages, for instance, often hear what is said within the vicinity of the mark. Water mages are often able to see through the eyes of people they have placed a mark upon. A skilled mage can reverse the link, and use another mage's mark to cast spells on the mark's maker. Creating a Wizard's Mark usually requires 2 points in magic - using it often requires higher levels.
Everway is copyright Rubicon Games 1996. Everway and Spherewalker are trademarks of Rubicon games. This document is not intended as a challenge to those rights.
This document is copyright Paul King 1997.